Table of Contents
TMNT: Change is Constant
Setup
- Select a battle from the adventure comic.
- Select heroes. The adventure dictates # of heroes.
- Each hero takes:
Game Round
- 3 phases: Setup, Battle, Clean-up
Setup Phase
- Roll action dice and arrange them.
- Once: May spend 1 Focus to re-roll some or all action dice.
- Arrange dice by sharing left die with player to the left and right die with player to the right.
- Shuffle any initiative cards still in play face-down into the initiative deck.
Battle Phase
- Draw initiative card and flip it face up. It will either be a hero or villain.
Hero Turn
- Spend action dice in any order.
- May use 1 special move card.
- Double icons cannot be split up.
- Combine or divide up action dice for better chances or more movement points.
Villain Turn
- All figures of the initiative card type are activated if they have a line of sight on a hero.
- Leaders get 3 actions, are KO'ed if their life reaches 0 and do not respawn.
- Minions get 2 actions, are KO'ed if their life reaches 0 and may respawn at the end of each round.
Clean-up Phase
- Once the initiative deck is exhausted, the round is over.
- Spawn new minions.
- p35
- Move round tracker.
Actions
- Move (Skateboard)
- For each move icon spent, receive move points equal to hero attribute.
- Move points are lost if not spent.
- Diagonal movement is allow, even squeezing between two tight spaces.
- Cannot enter a space containing another figure.
- Can move through knocked down figures, but not end their turn on them.
- If adjacent (even diagonally) to an enemy, spend 1 extra move point for each adjacent enemy to break away.
- Follow terrain effects. Slow, unstable, harmful.
- Melee (Katana)
- For each melee icon spent, choose an adjacent figure (diagonal counts) and make a melee strike.
- p18
- Ranged (Shuriken)
- For each ranged icon spent, choose a non-adjacent figure (diagonal counts) within LoS and make a ranged strike.
- p19
- Defense (Shell)
- Defense icons are never spent.
- A character receives a +1 bonus to their Defend attribute as long as the icon remains in play.
- Mixed
- A mix between Defense and Move, Melee or Ranged.
- Provides defense as well as the other action.
- Chi - Do all of the following:
- Regain 1 focus (don't exceed starting focus)
- Roll 1 battle die to heal. p35
- Turn die to any other side of their choice.
Line of Sight
- p28